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File: 1342551875236.jpg-(32 KB, 810x427, House & Dominion.jpg)
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http://suptg.thisisnotatrueending.com/archive.html?tags=House%20and%20Dominion

You are Sonia Reynard, Squadron Leader and man at arms for the House of Jerik-Dremine. You lead the Second squadron of the Third Attack Wing, a unit composed of fast hard hitting starships. While you began this campaign with close to a dozen corvettes you've managed to claim several warships as salvage, increasing your firepower considerably.
First Flight Leader Alex now commands an older C-type attack cruiser which he is slowly upgrading. Second Flight Leader Daska has a Scorpion class attack cruiser while Third Flight Leader Mike has claimed a Firestom class attack Frigate which he has also begun to upgrade.

Your ship is the Attack Cruiser Bittenfeld, a Vengance Type, and with its upgrades able to outrun almost anything it cant outfight.

Last time you and other units from your House continued to advance along the Smugglers run, clearing our or pacifying the sectors held by Pirates, smugglers or other unlawful elements. Your wingmen Alex and Daska stumbled upon a trap designed to catch heavier slower moving ships off guard but were able to escape. Doing so they inadvertently lead a Pirate force back to a Rare element mining world you had recently taken, forcing the ships from your House to flee.
>>
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Within a matter of hours friendly forces including your unit assembled with the intention or retaking the system before groundside shield generators could fail. The enemy Kilo class Medium cruiser was already in retreat by the time your unit arrived having predicted your counter attack. In an attempt to cut off their retreat the Third attack wing has jumped in system parallel to their flight path.
Its a shame the second squadron failed its jump and was dragged out closer to the planet reducing the Wing's firepower considerably.

As you and Captain Sylvan's squadron dodge long range phase cannon fire you decide it might be a good idea to not get too close. A solid hit or two from the heavy phase cannon could seriously endanger the corvettes in your units. Added to that your ship has a rather large cross-section making it harder to dodge the larger weapons even with emergency thrusters. Alex and Daska's ships by comparison have relatively thin profiles.
Even so, most of you take shield grazes of some kind, and your corvettes are momentarily forced to duck behind your larger shield bubble for cover.

"Load SP Torps." You tell the others. "We might not get another chance at this. Use missiles to help blind enemy sensors. Set proximity detonators within one klick."

>Flak guns Focus on the missiles heading for the target that's more endangered by them.
That would be your corvettes. The Bittenfeld could currently sit back and take missile hits all day every day provided there weren't too many of them at the same time.
Majority vote is to cover for them.
"Point defense, priority on protecting our corvettes, we can afford to take a few hits."
>>
It's that time of the week, time to fail all our combat roll while succeeding the others
>>
http://www.youtube.com/watch?v=E8m5wvhkEGY#t=4m32s

When a burst of phase cannon fire knocks down Mike's shields for a moment you decide its a good thing you're staying at range.
"All ships report Torpedoes loaded." Kavos informs you.

"All ships stand by torpedo volley. Use the missile explosions to cover their launch in three, two one. Fire torps!"

Nine torpedoes streak away from your squadron towards the cruiser, seven of them are SP's. Ball explosions from nuclear missile detonations have already begun to fill space. Some of them are being fired from your ships others by the cruiser as it attempts to shake up both squadrons. Even with the explosions your sensors get a mostly clear picture of your barrage when it reaches the Medium Cruiser.

Two of the conventional torpedoes explode on the shield, the others passing through it as though it weren't even there. All of them detonate almost immediately on impact with the hull, blasting craters in the surface but not penetrating deep inside as you'd expected. Some damaged gets through causing a fusion drive to shut down.
"Our SP's didn't penetrate their armor layer!" Reports Arron.
"Why the hell not?" You ask him even as a similar barrage from Sylvan's squadron suffers the same fate.

One of your gunners has a flash of insight and speaks up. "Sir! Kavarian K-Type Attack Cruisers were known to have Torpedo resistant armor at the end of the war! This was just about the only region they were deployed in other than in defense of the capital!"
"They must have stripped the armor off some wrecks and plated the ship with it." Reasons Kavos.

You try to keep your attention on dodging and returning fire despite the distraction of conversation. "How does that help us?"

"It doesn't."
>>
>>19924088
Yep. Sure sounds like H&D time.
>>
Tornadic activity ahead. expect delays.
>>
Trading fire with the larger ship becomes increasingly difficult as it begins to strafe the squadrons with concentrated bursts from multiple turrets, hoping to box in some of the smaller craft. Alex's flight takes the worst of the damage, hull breaches to his and a wingman's ship, but are still in the fight.

On your aft sensors allied ships round the horizon of the planet, three starfighter squadrons leading the way. The enemy doesn't need any more encouragement. Missing two of its engines and still taking heavy fire from both attack squadrons the Kilo jumps out.
You expect that to be the end of the battle but it isn't.
"Sylvan to all ships plot a pursuit course!"

You turn to Linda who goes wide eyed in surprise and starts punching in numbers.
"They've jumped out in the direction of the main run." The tells you as your start to receive course correction data to align to.
Sylvan's voice again fills the channel. "Cross checking jump data with the rest of the squadron... everyone looks ready. All ships jump."

All twenty five ships flash out of existence, reappearing seconds later several light years closer to the main shipping lane. The Cruiser is already aligned and charging for a follow up jump.

"We're going to chase this sucker all the way home if we have to." Declares your CO, and chase him you do. Thirty minutes of jumps later you arrive at their home base, everyone on both sides looking considerably more battered.
>>
In the same location you saw it on your previous jump through the system lies the crippled hulk of a Champion class Super Heavy. The shell of protective minefields still surround it but other than that little is the same. Ships by the dozen are parked in space around the former ship made station. Shuttles and smuggler transports and starfighters flit about more like flocks of birds than vehicles.
Straight towards this your quarry flees as fast as possible.

A few conventional torpedoes fired either by Alex or Captain Sylvan strike armor blasting another row of craters in the cruiser's hull. Then it enters the safety of the minefield.

"All ships full stop." Orders Sylvan as he reverses engines. "We'll be torn to shreds if we enter that minefield without codes or a safe route in."

Beginning a slow withdrawal from the danger area around the enemy base you order everyone in the squadron to take detailed scans of everything present. You'll need them whenever you return. And return you will, you're certain of it.

Arron sends you data on a ship he's picked up in the area. "Look who it is."
The LTSC that escaped your attack above a mining world is here undergoing repairs. Much of the bow section is still ripped open receiving structural reinforcement. The escaped Medium cruiser moves into position nearby where dock workers can assist repairs.

Kavos walks over to your station "That is not good. If those two ships come out of dock at the same time we would be in serious trouble. The Carrier's attack bombers fired a small volley of SP Torps at us last time. This group must be buying up all of the high end equipment the salvagers find in the run."
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>>19925141
You report the situation to the Captain who comes to the same conclusion. Those ships are a problem that will need to be dealt with and soon. It may only be a few days until they're ready. The other ships in parking orbits nearby are also preparing for battle. Corvettes, Frigates, Attack cruisers and battlecruisers. Its all enough to make an already bad situation far worse.

Before your squadron can jump out you're pinged by a laser com signal from an armed transport among the gathered pirates.
"What does it say?" you ask your coms officer.

"It has the latest House Decryption, decrypting now... Message reads as follows: Meet at smuggler base indicated in 3 days time. Completion of repairs to carrier estimated at four. Do not rebroadcast. Bring Marines. -KMA"

>Your orders?
>>
>>19925318

KMA? Kavarian Military Authority? Kraving Marine Attention? Killing Many Auxiliaries?

It sounds like we need repairs, so lets get them done and load up with marines to meet at this smuggler base.

Was the signal only sent to OUR ship? Do we recognize "KMA"?
>>
>>19925318
Do not rebroadcast, if we didn't do so get that 4th marine shuttle. Otherwise? Repair and reconnaissance work until then, do not recon the base...
>>
>>19925399
>>19925402
The signal was sent only to your ship, no others.

You decide to ask Kavos, about the intials. He's old enough to have seen things.
"Oh I get it, the K stands for Knight. Some humans abbreviate Knight as Kt but House militaries don't as it can be confused for Kiloton."

Shortly after your CO's squadron jumps out you do the same, careful not to avoid the smaller hidden Pirate base still situated on the run. Intel should be taking their recovered smuggler Frigate into the base some time soon to disable the local defenses.

Arriving at the newly converted forward operating base you find it to be a riot of activity. A former smuggler base captured by the First attack wing, it was once the site of a mining operation that had cut a deep borehole into the interior to access more valuable minerals. The smugglers had made use of less than 10% of the interior space available. A few Repair docks they had installed are now being augmented by station modules engineers are attaching to the walls. If the whole thing were converted into docking space it could likely handle the entire House fleet.

Work is still underway to enlarge the access tunnel to allow entrance to larger ships.
>>
Quick questions:
The other houses hoped we would bleed to death in smugglers run. Hows that working out so far? Do we have an estimate on when that battlecruiser we salvaged will be operational? How is house Polat (and our investment) doing? And is their a rule against space elves forming a dominion house?
>>
>>19925679

We should consult the Knight Commander in private on the message. This is either a trap by those bounty hunters or a legitimate target. Either way, we should have forces ready to jump in and crush whatever is there.
>>
>>19925738
>Hows that working out so far?
You've been doing better than expected up until now. Things may be on the verge of change if that fleet launches.

>Battlecruiser
The ship was 40% incomplete, (re)construction is still ongoing. No time estimate yet.

>How is house Posat (and our investment) doing?
As a heavy manufacturing concern, even despite being nationalized, the company keeps much of its finances separate from the House. The company is making money, enough to pay off its own rather hefty debts. House Posat itself is in considerably more dire straits financially. To bolster their fleet strength and to keep mercenaries they need signed on they've resorted to commissioning them as Privateers.

>And is their a rule against space elves forming a dominion house?
No rule against it. One of them would have to become a Knight via serving some House then eventually a Baron at the very least. A larger House could then split off territory to form a new Minor House to take the place of one wiped out or dissolved.
The Hune mercenaries do seem to wish to return home though.
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>>19925899

On the subject of those Hune and their new merc buddies...

Is the guy we woke up the acting "leader" of the main ship and the merc group? Are we allowed to contact him and ask if he has any advice for dealing with torpedo-resistant armor?

And when we found the second sleeper ship, you mentioned that they were now non-classified and that an alternate something we could have done was escort the first one?

Does that mean we can contact the Captain of the first ship and potentially ask for advice or just ask how he is doing?

Could we alternatively contact Knight Dayton (our first commander? I may have the wrong name) and ask for advice or say hello?
>>
>>19925832
You send a message to the Knight Commander and make an appointment to see her. It will be in the AM, about 8 hours from now. She's currently seeing to organizing the defenses of the planet you helped drive that ship away from.

Intel updates!

Kilo Class medium Cruiser [Fighters Glory] (Translated)
Captain: Kauon Onckar, Kavarian Male
As you are by now aware this is no ordinary ship of its class. Already formidable beforehand some time in the past twenty years the ship has been upgraded with torpedo resistant armor. The Captain has gone to great lengths to secure samples of the last major armor development at the end of the Faction wars. It is unlikely those in the run can produce this armor themselves reducing them to stripping it from wrecks.
As this ship would be a priority target for SP torp usage its no wonder the captain has gone to such lengths. This ship is responsible for destroying a House Posat battleship and a string of Light cruisers over the years.

LTSC Wayward Treasures
Captain Selena Crayton, Human Female
Lost in one of the offensives to retake the area in the last months of the Faction wars this ship is believed to have been recovered some thirty years ago. Since then the vessel has been repaired and put back into service by the largest Pirate band in the run.
They are known to maintain a strategic stockpile of SP torps to ward off threats to the irreplaceable ship.
>>
Bounty increase!
A memo from intelligence has reached you. The pirate, smuggler and salvager captains in the area have put out standing bounties, not just on you but on all attack squadrons operating in the run. Still your bounty remains slightly higher, with both the John Avery's bounty added and Captain Crayton having taken a disliking to your remodeling of her ship's bow.

>Is the guy we woke up the acting "leader" of the main ship and the merc group?
He is for the moment. The other senior officers still aboard were of equivalent rank. He was selected because of diplomatic talent.
>Are we allowed to contact him and ask if he has any advice for dealing with torpedo-resistant armor?
You spot the ships hanging a few thousand Km away from the new base. Communications are minimal but there doesn't seem to be anything stopping you from contacting them.
"That armor they started using? The only solution we had at the time was to hit them with more firepower. It was late in the war by then so we had a minor advantage. We were all just glad they couldn't produce enough to armor their Super Heavies. Appologies I couldn't be of more help."

>And when we found the second sleeper ship, you mentioned that they were now non-classified
Their classification has been reduced so that those in the military can be made aware of them. Recovering the ships can be considered a priority as they had the best equipment available at the time they were put under.
>and that an alternate something we could have done was escort the first one?
That's classified for your character, an alternate choice the players decided not to go with.
>Does that mean we can contact the Captain of the first ship and potentially ask for advice or just ask how he is doing?
The ship is out of contact. The Captain... is not currently available.
>>
>Could we alternatively contact Knight Dayton (our first commander? I may have the wrong name) and ask for advice or say hello?

You send your first CO a text message and ask how he's doing. Anything larger is unlikely to make it through bandwidth limitations at the nav relays in a timely manner.

Before repairs to the squadron are finished he gets back to you. Apparently he's been promoted and put in charge of three training squadrons at any given time. There are few live combat missions in training now and they're having to rely more on simulation and use of aggressor squadrons. A few of your former squadron mates have stayed on to fill that role, commanding a mix of ships from Frigates and corvettes to some of the captured Scarabs.
Training is taking longer but the pilots that are graduating tend to be a bit more technically proficient than your squadron had time for.

>Advice
"If you're taking care of your pilots and making sure they have everything necessary to survive the next fight you're doing better than most. I don't know much about the new advanced armor or ways to counter it. Everything built new is being prioritized to front line units or ones headed that way."
>>
>>19926353

>Bounty

Well, it sounds like time to double-up on our flights during scouting. And perhaps speak to the Knight Commander about any plans from command to prevent our squadrons from getting bountied...
>>
Ships repaired you get some rest until the Knight Commander returns from her current deployment.
This time when you go aboard you have to sit in a waiting room for most of an hour to talk to her. Apparently more pressing matters are taking up her time.

At last you're ushered into the same well appointed room as before. You're beginning to suspect that the Commander's stock of drinks are either nonalchoholic or she takes sobriety meds when nobody is looking.

"What can I do for you today Squadron Leader? There are still a great deal of preparations to be made if we're to combat that enemy fleet."

To break the ice you ask about the bounties on the attack squadrons.
She chuckles lightly. "You concern for your men and women is admirable. The so called South Reach League is the public face of the Pirate Warlords. They and groups like them can place bounties on anyone they like, there is nothing we can do to stop them other then wipe them from the face of the universe. On the bright side no authorities among the factions will respect bounty claims by those groups. Bounty Hunting is a profession persecuted by most states, but it still survives. But that isn't what brought you here today."

>What say?
>>
>>19926722
"I'm more worried that our forces will take needless damage and losses if we do not take precautions, Sir."

"When we were retreating from the pirate base, an armed transport sent my ship a laser communication requesting we appear at this location and bring marines. They also claim that the carrier will be repaired a day after we're to rendezvous. The sender identified only as 'KMA'. Normally, I'd worry about jumping in with no ready support, but with the bounties... I wonder if it is an ambush that we could potentially turn on the enemy?"
>>
>>19926872
"Interesting. Do not take this the wrong way Reynard but your bounty would not warrant usage of our latest encryption codes. If it was a trap it would become clear very quickly that our codes had been cracked and we would change them. Still, you're quite correct in that precautions should be made."
She pulls out a datapad and does a review of your salvage claim, doing a double take for a moment then scrolling on to the item she's looking for. "You have a cruiser class blockade runner in your Salvage inventory. I could easily put marines aboard and pursue the vessel into the system should you signal for support. It should look to be a coincidence to any outsider. If necessay they can close with a Pirate ship and initiate a boarding action.
My mixed fleet will wait within range of a short jump. If we are called off I'll notify you immediately. Is this sufficient?"
>>
>>19927128
yes, thank you...
>>
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It is Feb 12 at 0600 hours, you have 2 full days until your meeting at the rendezvous.

Do you wish to conduct recon missions, attack the hidden pirate base, (Threat Level 3) or attack the Merc unit? (Threat level 2)

If Recon roll an equivalent number of d100s for how many sectors you wish to scan.
>Get a Holo cloak for Duncan
Be aware that the one you bought from the pirates was stolen property that wouldn't normally be for sale. However, you are still owed one favour by the Rovinar either for (expensive) equipment or a corvette class ship.
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>>19927283
Attack the merc unit with all 4 squadrons. If we get damaged, we better have time before the meeting.
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>>19927334
Waiting for confirmation from other players but will start writing.
>>
>>19927283
>>19927411
I can agree with that
>>
You don't have time for second guessing the number of enemies that might be present. You're going to hit those Mercs so hard people are going to feel it through a vacuum. Probably.

Getting there still takes some extra time diverting around the hidden base. By now they must be thinking something is up, or that they're being given a vacation.

Jumping into the sector you locate the source of the contacts the long range scans picked up. It appears to be a com relay. After micro jumping closer for a better look the sensors detect the mercenaries orbiting a small station made up of com receivers and transmitters with shield and fusion reactors strapped to the side. Crude but effective.

There are two enemy ships present, a custom built battlecruiser and a Norune Frigate. Together they'd be more than enough to chase off a small group of corvettes but not an entire attack squadron.

The larger ship hails you.
"Hey! Hey you! You cant be here this is a restricted area. If you don't leave now we'll get very mad."

[ ] Attack (Roll 4d20)
[ ] Try to convince them to surrender
[ ] Other
>>
>>19927732
>[ ] Try to convince them to surrender
Psycho Sonia is always willing to talk.

We have a lot of ships, SP torps and can call backup

If they surrender, we can probably cut them a good deal unless they've done really bad stuff.
>>
rolled 20, 11, 8, 6 = 45

>>19927732
[]Laugh at their face then tell them to surrender then proceed to shoot them if they don't comply
>>
>>19927762
>>19927818
"Us surrender? I think you severely overestimate your chances. We've already called for additional ships. Dont even think about running it's too late for you. The Fighters Glory will come crashing down upon you like an unstoppable wall!" The mercenary declares with as much bluster as possible.
"Is this guy serious?" You ask the others.

[ ] "They're not coming"
[ ] "Fire"
[ ] other
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>>19927984
"We know the Fighters Glory under Captain Kauon Onckar is currently undergoing repairs in the X system. This is your last chance to surrender. Take it or leave it."
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>>19927984
"Isn't that the one we forced to retreat? Or was it that one we carved a ship sized hole in it before it fled I can't remember pirate all look the same after a while."
>>
"Always left high and dry, can I never get a break?! I'm tempted to just shoot you all out of spite but no, way too much firepower. Do you people have any idea how hard this is going to make finding a job? Next you're going to want to impound my ship or throw us in prison for working an honest security job. It's a rough place out here, not a lot of honest work to be found." Blah blah blah, the merc is still going on about the job market and economy when you give the order to move in and secure the ships and station.

The ships surrender, sort of, you don't get the impression any of them are taking this seriously. More like a response to cops breaking up a block party. Whatever the reasons most of them turn out to be push overs once the cards are stacked firmly enough against them.
The station itself is a small affair, barely a dozen people to monitor and maintain equipment. They're all slightly more crazy and a few of them fight to the death. Most of them are wearing prisoner jumpsuits so it makes sense.

You're captured 2 mercenary ships!
You can
[ ] Keep 1 or both of the them
[ ] hand them over to the House for RP
[ ] Offer to hire on the ship crews after they've been screened
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>>19928296
ask if someone want one of the ship otherwise give them to the house
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>>19928296

Have we encountered Norune Frigates before?

What is the loadout of the Battlecruiser? Could we claim it for the coming KMA mission (for the Knight Commander's force?) and then surrender it?
>>
>>19928296
Dunno, they're not exactly professionsl but I think we shouldn't destroy their livelihood by appropriating their ships.
Do we have any use for mediocre mercenaries?
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>>19928338
We might want the battle criuser. Sure it will slow us down some but if we turn our squad of three into our hevy formation we might be okay. Btw how would upgrading our combat convertees into combat frigates effect our capabilities
>>
>>19928338
Mike investigates the Frigate once back at base.
"Sonia, I'd like to keep the Frigate in our reserve. Its fast for something its size, though it doesn't have much punch in firepower department. It could come in handy."

>>19928532
>Have we encountered Norune Frigates before?
Not that you recall. The ship is a bit bulky, sort of like a Frigate with two halves of a delta wing glued to either side. Each wing has a light phase cannon array on its leading edge and there is a spinal mounted phase cannon.

The battlecruiser is a custom job though you've seen some like it before. It has 4 forward torpedo launchers, 2 aft, a pair of spinal mount heavy phase cannon and 2 normal phase cannon turrets.
>Could we claim it for the coming KMA mission (for the Knight Commander's force?) and then surrender it?
Its certainly possible.

>>19928575
Mercs who have been screened by security and intel could be offered work aboard Privateer or merc ships who have been hired on.

Squadron member Cristina Pozzi and her crew have returned to active duty after a week on medical leave. Her ship is repaired and ready for combat. Will she be rejoining 3rd flight making it a 4 ship unit, joining one of the others, or will you reshuffle the squadron a bit and operate without a squad of your own much as your commanding officers do?
>>
>>19928687
>Let's operate without a squad, that way we can be where the firepower is needed
>>
>>19928687
>or will you reshuffle the squadron a bit and operate without a squad of your own much as your commanding officers do?

I like to think of Sonia as somebody who would always be the same job her comrades do. And for that we'll need our squadron.
>>
>>19928581
It depends heavily upon the frigate types used. Normal combat Frigates while quick cant keep up with attack ships. Smuggler frigates have been modified with powerful enough engines that they could work, though their weapons will need upgrading.
Likewise Firestorm attack Frigates such as what Mike uses are fast enough, along with Norune and newer Pandora class Frigates. I'm sure there are others but they're not springing to mind atm.
Anyways, fast frigates as a rule would be able to keep up with the squadron but their firepower can vary wildly depending upon who built them.
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>>19928687

voting to:

claim frigate with SRP (unless it costs some crazy sum)
request use of the battlecruiser for Knight Commander's force for the next few days (KMA mission) with option to either sell it for RP after

Have we identified anyone who could replace us as squadron leader if we went solo? I'd hate to throw someone into the fire and it get people killed.
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>>19928789
Didn't our boss Leroy have some modified frigates that he used with his attack wing?
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>>19928842
Daska was leading the squadron before you returned from your infiltration mission and seemed to be competent in the simulations and fleet exercises.
After her squad's earlier run in with the bounty hunter there was a rumor that her luck might be the poorest in the unit. Since acquiring a cruiser those rumors have gone silent.

Alex or Mike could take command if necessary, though Alex is a better strategist Mike is the better pilot. Not that either of them suck in the other department, they're just not quite as good.
>>
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>>19928963
Yes. One of them was a Firestorm class attack Frigate and three were heavily modified smuggler Frigates that had been up-gunned to compensate for the previous lack of weaponry.


The other squadron in the Third wing have... what the hell is that? In one of the repair docks at the base is an odd looking ship you wouldn't expect to see in a combat unit.
It's a Variable Module Conveyor AKA "U - Haul" looks like they've jammed a couple of sublight drives in where the cargo module would go for more engine power. Weird. Should count as an Attack Cruiser.
Their squadron CO also got that other Vengence type B cruiser you all fought back on your first deployment with the fleet. The one with the missile launchers.
>>
>>19928981
Wait didn't the deal was that we keep the leadership but have no squad ourselves instead acting as a quick reaction force? the underlying perk being we could get a heavier ship since we aren't on recon duty and rape more face...
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>>19928981

bah, sorry. I meant "replace us as flight leader"

Perhaps Daska noticed someone with talent in her time as Squadron leader?

worst case, we can go solo but stay with the rookie flight lead for a few missions or we can put the rookie flight leader with Daska?
>>
>>19929124
That's still an option. I took the question to mean if we had a successor if we were incapacitated or became separated from the unit as a whole
Re-reading it yes we'd need to choose someone to head up 4th Flight. Katherine Drake is the more experienced of your wingmen.

Would this work? Or would anyone prefer a different distribution of ships/pilots?

10 Sonia Reynard (Squadron Leader) [Bittenfeld]

1st Flight
01 Vyroxis Elr [ACRV]
02 -Alexander Palaiologos (Flight Leader) C-Type Attack Cruiser
03 Kemp Turner [ACRV]

2nd Flight
04 -Daska Rna (Flight Leader)[Scorpion Attack Cruiser]
05 Lorraine "Surgeon" Day [DCRV+]
06 Vaughn Miyazaki[ACRV]

3rd Flight
07 HM -Mike K Serth (Flight Leader)[Firestorm Attack Frigate]
08 D Nytoria Jde [DCRV+]
13 Leevi Guan[ACRV]

4th Flight
09 Cristina Pozzi[ACRV]
11 Katherine Drake [ACRV] (Flight Leader?)
12 Javier Adega[ACRV]

[ACRV]= Attack Corvette
[DCRV+]= Dagger Corvette Upgrade
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>>19929306
That leave 4th flight withouth torpedo capability... see if we can find them something
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>>19929124
and if we have a salvage claim on the battlecruiser we can give the 4th flight lead our old ship, so we don't have a much weaker squad. (can we call it a flight, this nomenclature is confusing)
>>
>>19929358
Giving up the Bittenfeld? I'm not exactly sure about that.
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>>19929335
There's a spare Dagger in the squadron reserve inventory. It can be swapped out for one of the Attack Corvettes.
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>>19929368
we will want to upgrade eventually now might be the time, as we have effectively maxed her out. Furthermore we have some RP that has been accumulating that we now can spend tricking this thing out
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>>19929409
Well offer it to them
>>
Current ships in squadron reserve
1x Dagger Corvette (Upgraded)
3x Standard Corvette (Shields & Engines upgraded)
1x Norune Frigate
1x Custom Battlecruiser


Salvage claim! Can be bought for cost of repairs.
1x Pandora Class Frigate (requisition cost 920) Available!
1x Smuggler Frigate (Estimated requisition cost 1500) Available!

1x Blockade Runner Cruiser (Estimated requisition cost 1500) Reserved for mission
1x Navigators Guild Frigate (requisition cost 4000) Available!

1x -Razor Battlecruiser being (re)built ???
>>
Since people don't want to give up the bittenfield (although we will have to do that eventually people) I reccomend giving whoever leads 4th flight that Pandora, and assigning the Norune to another pilot in the squad. Should up firepower without sacrificing speed
>>
>>19929513
I know this is probably a stupid question but how much of an upgrade would the Razor be over the bitenfield?
>>
>>19929668
At short range and with proper tuning to the pulse weapon system the razor battlecruiser has more firepower. It is slower, heavier and bulkier, and while all the extra armor gives it longevity it still needs support to keep enemy ships away from its more vulnerable backside.
Like the Kavarian battlecruisers they are based off these ships were designed to attack enemy battlecruisers that couldn't out maneuver them.

>>19929683
No, he took the Firestorm because he use to fly them in a game he played when he was a kid.
I actually don't remember where we picked up the Pandora, I'd have to go back and look.
>>
>>19929650
it would be nice to keep the Bitten in reserve as a backup ship, though I think we need to get the rest of our squadron upgraded a bit first. Unless we come across something that is a solid improvement, that is.
>>
>>19929861
The Bittenfeld is our best cruiser. Rather than keeping it in reserve, we should use it in addition to whatever heavier ship we take for ourselves.

It'd be nice if we could expand the squadron to add another flight.
>>
You contact Katherine Javier and Cristina over a conference call and inform them you'd like Kat to take command of 4th flight while adding Cristina to the unit. Javier says that he'll take the Dagger for now.
As the only flight with 3 corvettes they'll be slightly more vulnerable, until Katherine decides that she'd like to start upgrading the Pandora class ship before eventually taking command of it.

You admit, it does seem to lack firepower when compared to the punch of a twin linked phase cannon. It should take a day or two for the upgrades to be installed.


You have a day and a half until your rendezvous. Do you wish to attack the Hidden Pirate base, or conduct more recon?
If Recon roll an equivalent number of d100s for how many sectors you wish to scan.
Alternatively you could go bug 1st Wing who seem to be taking their time clearing out a ship graveyard. Seeing as they've been stuck with nothing but their corvettes until now, they're probably out shopping.
>>
>>19929934
I vote for attacking the hidden base.
>>
rolled 90 = 90

>>19929934
I'm not that safe with attacking a base with only that little time between aother op.. I'll vote to scout the two hex north of the mercenary and the two hex right of that
>>
rolled 8, 16, 22 = 46

>>19929988
>>19929934
Forgot three roll
>>
>>19929967
>>19929988
>>19929997
1 for attacking, 1 for recon.

Will wait for tie breaker. And try to get some other stuff written ahead of time too.
>>
rolled 29, 68, 57, 39 = 193

I vote recon
>>
>>19929988
>>19929997
>>19930237
Still performing recon in two larger groups?
>>
>>19930272
I don't see why not I don't think we are that much in a hurry
>>
>>19929934
>>19930123

I'd like to throw the idea of giving Katherine some SRP to spend on additional upgrades to her new ship. Say 1,000 to start? We did just throw a good deal of responsibility on her head.

I think we should give our crews some bunk time before the attack, no scouting. Katherine will likely need the shake-down time for her ship. Could Alex and our ship go meet up with 1st Wing to help them out with scanning in that graveyard for a bit (and still get bunk time?)
>>
1st/2nd Flight -Heading out first Alex Daska quickly encounter some smugglers. Like all of the others spotted lately they seem to be fleeing ahead of the advance of our forces.
Sensor readings detect com buoys advertising a mercenary band for hire.

3rd/4th Flight - You and Mike have a slightly more interesting time with your first sector as some hostile Republic mercs open up on you at maximum range. You could have taken them you're certain but the mission was recon, not getting your ass shot off by a bunch of plasma cannon toting knife ears.
Scans show that sure enough the sector is filled with Republic mercenaries!
Threat Level 3

1st/2nd Flight -Alex and Daska's next run into a small band of raiders attempting to loot some disabled transports. With two attack cruisers present the battle is short and swift. They suspect the freighter crew of being smugglers but cant prove it. If they are they made a bad call in choosing such a slow moving ship. A few frigates will arrive shorty to assist in rescue operations.

3rd/4th Flight - Your own forays continue to be interesting. Had you sent a single flight of corvettes to handle this they might have been in trouble. A local pirate gang has converted an old Molly transport into a fire support ship armed with fusion cannons. A Polaris class light cruiser and a K-type attack cruiser are escorting it.
Sensor scans show they're the only remaining Pirates in the area, the rest have likely fled and these ones will soon do the same.
[ ] Engage now
[ ] Let them escape
[ ] Other
>>
>>19930729
[]Let them escape

Had we not an OP soon I would have said to engage though
>>
>>19930729

are they moving to jump or did we catch them holding orbit?

Either way, immediately call into command and see what can get here fast to support.

if they're moving to jump, we move to threaten them and hope to get one to double back and commit to a fight. Don't call in support if they just run.

If we've caught them flat-footed and we can get someone here for support quickly, I say we harry them until support arrives, then go for some kills.
>>
>>19930959
They're running for it. That doesn't stop them from turning the weapons that can still track in their aft arc on you. The heavy fusion cannon turrets transport has can be a real pain in the ass. They may not have as much range as phase cannon or as much punch as republic plasma cannon but they can still tighten the beam until it's practically a laser.
>>
>>19931071

Can anything get here and be in position to intercept before they GTFO?
>>
>>19931071
Pulling back to base you report the fleeing ships to command as well as the Republic starships you encountered.
They're out of the way for the moment at least. Maybe the Cruiser commander would go convince them to stand down later. It sure beats getting blasted with plasma weaponry.

You have 24 hours until the Rendezvous.
>Could Alex and our ship go meet up with 1st Wing to help them out with scanning in that graveyard for a bit (and still get bunk time?)
Yes. Do so? Y/N
>>
>>19931108
Y
>>
>>19931107
Whoop, sorry. No. there wasn't any way to get ships there in time. It was basically commit your fleet fully or they were going to run for it.
>>
>>19931108

initial suggester of Alex/Bitten helping 1st wing voting to confirm YES

does command want to inform the Cruiser Commander, or would we be allowed to consult him on the new Republic forces located?
>>
After a short rest you and Alex jump to the ship graveyard where your rival unit the First attack Wing has been spending their time the past few days. Unlike the other systems you've seen with large amounts of wreckage this one features a gas giant much deeper inside the system than the others. It's close enough to be considered a Hot Jupiter type.

A visible ring around the gas giant itself seems to be a mix of rock and debris like in other systems. Similar clouds are present ahead and behind the planet's orbit as expected. Flashes of phase cannon and missile fire can be detected near one of the moons.

As you move closer to the battle you start to realise a problem that might be delaying your allies. The first being all of the debris in the area is rather hot which means infrared is useless. The second is the screwey magnetic field interactions between the Gas giant and its parent star. As if to make things worse at least one of the moons is close enough for a flux tube to have formed and the radiation belt is rather heavy. This could be the worst possible place to have a career as a salvage expert.

Roll 2d20 for scanning
>>
rolled 14, 3 = 17

>>19931513
>1
>You find a battlecruiser that has been rigged to explode. It explodes.
>>
rolled 3, 12 = 15

>>19931513
rolling horribly
>>
As you close in EM interference rapidly increases and radiation impact on the shields starts to become measurable. You can even hear it over the com channels.
http://www.youtube.com/watch?v=e3fqE01YYWs

It takes a concious effort to remind yourself that radiation during an FTL jump is worse and starships can make those without shields up.
"Hey, at least its not an accretion disc. Right?" Alex comments.
Not helpful, but you keep it to yourself.
Much of the wreckage you can pick up has been ground down to much smaller pieces, either through collision or the heat weakening structure enough for smaller dust particles to wear it down.

"What do you want third wing?" Asks an officer from the other unit once you're near enough. "We can still be reached over FTL coms if you need us, or if we needed help."

"We've got advanced sensor packages, do you need anything scanned down that might help you out?" you offer.

"I suppose, but we've got salvage claims on ships found in this system. Watch out for the hidden defenses. They're shielded against the radiation which also makes them more difficult to pick up."

"Missile!" shouts Arron. You gunners upen fire before you can give the order. Scarcely 700km below you a multimissile is hit by the slugs and fires off its cargo.
"Torpedos!" Says Alex this time, rolling his ship to provide a narrower profile. One hits his ship while two hit yours. Three others fly past.
>>
The next few hours are a mad house. Danger seems to be lurking behind every object as you two continue your scans. Occasionally you'll get a warning from the other unit about mass drive fire before five meter wide canister shot blankets your area with pellets. Apparently they've been trading fire with a local base on one of the larger moons almost constantly.

Engineers are still conducting repairs at the asteroid base you smashed through the front door on and wont be available for another day or two. Until then the squadrons had been taking turns with bombardment and distraction of the base to allow the others to search.

So far they'd recovered part of a Republic Medium cruiser and pieces of three Lance class ships. Most of the smaller ships were in smaller pieces, though there were the occasional Frigate hulls intact. There were parts of the larger super heavy cruisers that had been destroyed here of course. Most had been reduce to starfighter size chunks Centuries ago except for a few pieces.
Still you're determined to find something before you head back. These guys are having a tough go at it.

Roll 1d100
>>
rolled 85 = 85

>>19932012
>>
Before you can give up you stumble upon a ship wedged inside the wreckage of a much larger cargo bay. You arent certain what kind of cargo ship it was and you don't care because the trapped ship is a G-Type attack cruiser. Parts of the hull are still painted in heat reflective Terran and Iratar markings.
Alex whistles. "You sure we cant just take that for ourselves? That would be an upgrade over my ship."
On firepower alone the vessel was an upgrade over Alex's with 2 additional phase cannon. There was no doubt that this was an original. Built by the Kavarian Exiles after the Houses conquered their home territory.
"The Iratar corporation alone would hand over two new K-Types for that thing." States Arron.

[ ] Tell the 1st about your find
[ ] Take it for your squadron
[ ] Other
>>
>>19932484
[x] Tell the 1st about your find

Might as well. Even if the 1st wants it, we have plenty of options.
>>
File: 1342592449469.jpg-(10 KB, 506x256, White Knight vs Black Knight.jpg)
10 KB
Sorry, been kinda half asleep for awhile now. Will resume in the morning.

Anyways morality decisions ahoy. I have a strong suspicion that everybody's going to go with >>19932811
but you never know.
>>
>>19932484
>[x]Other

I'm sure we can reach a mutually beneficient agreement here. They would have likely never found that ship without our help, and if they don't acknowledge that, they can be sure we'll tell everybody we meet what a crappy outfit 1st Wing is.
>>
>>19934448
In addition to that:
It might help if we have somebody on our ship who's good a law, or spend a few hours reading the salvage regulations ourselves.
>>
>>19932811
I think this would be a fair way to go about things. They have been working their asses off in this area.
>>
>>19933016

Clearly, we negotiate.

Inform 1st Squadron's CO of the find.

We then politely ask if he'd like to use it or sell it for RP. If he's going to use it or let someone in his squadron use it, "Enjoy and don't break it too much."

if he's going to just sell it for RP, would he perhaps be willing to negotiate on the salvage claim? Between our salvage claims and personal RP (perhaps dip into SRP if really needed? it would be for the squadron after all!) we should be able to get him some stuff for his squadron that would be helpful?

worst case, perhaps he'll let us put a 5 or 10% claim on it as a gesture of good will for finding it?

We're on the same team, after all. And surely our Wing is competing with other wings unofficially?

Another option would be to convince him to put a partial claim in for the Knight Commander and hope to get video of her face when she reads the report saying she's got a salvage claim on this ship.


if he's going to use it himself or
>>
>>19934448
>>19934457
>>19935256
You contact the captain of the other wing and inform them of your find. Adding you wouldn't mind a small finders fee.

"Well... that does sound fair since it not like we've been having much luck. Tell you what, if it has any Torps on board you can have the majority. If not we'll send you some SRP. Deal?"
>>
>>19937643
I'm down with that.
>>
>>19937643
Not exactly a good deal, but eh, it was to be expected.

Oh, and if they do not keep it for any reason, we get to be the first to make an offer.
>>
>>19937643

if 1st Squadron is going to use the ship, deal.

if they're going to sell it for RP, we'd like to get first crack at a trade for it. (standing if they haven't decided on use/sell yet?)
>>
>>19937643
agreed.
>>
>>19937720
>>19937691

It's highly likely they'll trade it to the current Kavarian Government for a pair of newer, faster and tougher ships.

None of these ships survived the Second Faction war as Union forces attempted to wipe out the military strength of the remaining Iratar Exiles. This was essential as the Exiles both supported the Terran Alliance and continued to act as a political rival in the newly independent state.
After the Union was defeated the leading members of the Iratar corporation were made the heads of the puppet government which controlled the second Kavarian Imperium. They acted and continue to do so as a stabilizing influence and a potential bulwark against renewed hostilities should the Dominion go on the offensive.
>>
>>19937832

wait, why in the world would a corporation/government turn over two "newer, faster, tougher" ships for a single older, slower, and more fragile one?
>>
Returning to base you get some food and sleep, both of which you suspect you'll need in abundance in the days ahead. Remembering again that the sleep headset isn't supposed to be used for extended periods you decide to take a break from it.

Between the abnormal sleep cycles and everything else you've been doing lately it all adds up to a trippy dream scape involving a visit to memory lane.

Recess. Kids running around in every direction, grass fields for sports. You never really realised how well off you were to end up at a school like that. More than half of those present were from the rich district and your family just happened to live along the side of the commercial markets closer to it. That meant kids like you and your siblings fell into a school zone intended only for lower end nobles or the very rich.
Downsides of funding a public education system. The other parents could scream all they wanted they got what they payed for, and that was a 30% enrollment rate by middle class families.

You remember this particular day. Nearing the end of grade school, about to be transferred to the young adult/High school the coming year and there was supposed to be a suitable ball for the departing students.

One of the rich girls Kiley Almsteadt had gotten it into her head that you were a threat to Nelson Rosseau inviting her to the ball. So here she was with her two flunkies Uttora and Evvang planning to put a stop to that.
"Nobody will want to ask YOU to the ball if you're covered in bruises." She'd told you. "Even med systems can only clear up injuries so quickly and you wont be in any shape to be presentable by tomorrow night."

That was probably one of the defining moments of your life right there, three against one.

>How did it go down?
>>
>>19937874
>"Nobody will want to ask YOU to the ball if you're covered in bruises."

"Same to you."

We went straight for Kiley, ignoring her escorts. The high-value target takes priority.

When our own friends showed up later, we were in worse shape than her, but not by much.
>>
>>19937873
Massive Historical value.
The Iratar Exliles fled to the Terran Alliance when the first Kavarian Imperium fell to the Dominion. With their small fleet of starships they fought back against the combined might of the Royal Houses for centuries attempting to retake their homeland.

Their plan failed though. When the Kavarian people finally rose up they established a Union and nationalized all manufacturers. The Iratar as a capitalist super corporation remained exiled and was forced to takes sides when war broke out between the Union and the other Factions.

Basically it would be like someone offering you the Battlestar Galactica when newer ships are available.
>>
>>19937874

Sonia's Game time!

Cripple the leader and the followers won't have the will to fight. A broken leg for her sounds nice.
>>
>>19937873
It's probably like finding and returning one of the boats George Washington used to cross the Delaware in. Highly sentimental, but still incredibly valuable.

>>19937874
Did we even know that guy? I can't imagine Sonia would be into somebody these girls would be interested in.
>>
>>19937902
If 1st Squadron doesn't hold out for at least a smaller 3rd ship, we mock them for not knowing the value of what they had.

history is -always- more valuable when the buyer really really wants it
>>
>>19937832
See if we can get our hands on one of the new ships.

And they'll have to mention who actually found the cruiser.
>>
>>19937874
nearly arrested for use of excessive force. Too bruised to go to the ball though.
>>
>>19937874
>>How did it go down?
Sonia established dominance. Or, well, at least she tried to. No matter how it ended, we had all eyes on us at the ball. Too bad it hurt too much to dance or do anything but enjoy the effects of mixing anaesthetic with alcohol.
>>
>>19937909
He hadn't even asked you. As far as you know he hadn't asked anyone yet, but with the looks of a young Cary Grant that hasn't stopped other girls from fighting for the chance to ask.

>>19937899
>>19937905
>>19937976
Kiley narrows her eyes at the seemingly idle threat.
Or it seems idle until you lick the legs out from under Evvang and body check Uttora, buying you time to get at the other girl.
For all that noble training kids like her are supposed to get she fights terribly. After a few punches to the face knock her down you try to step on her leg for good measure but her backup are on you by then. Both of them are Dro'all and have a bit more muscle mass than you do. While stronger their bones are weaker, more flexible, that doesn't make it any less painful when a bone bends the wrong way. A few good hits loosen their grips.
Kiley is already making her escape and with a few of the other kids heading your way the other two soon flee as well, Evvang holding an injured arm.

Security camera footage of the fight is conspicuously missing audio, showing you attacking first. Its enough to get you suspended from the ball, but you find out from your friends that Kiley was also unable to attend.
>>
>>19938139
Another day in the life of Psycho Sonia.
>>
>>19938024
>I didn't refresh and missed this.
Dammit.
>>
>>19938139
And somehow, that incident was the start of a very strange.. friendship? Not sure if it can be called that, but the two still write 2 or 3 letters to the other each year.
>>
It's a few hours before the scheduled meeting time. Did you wish to make any requisition purchases before you depart? SP Torps? You only have 1 left aboard.
Oh right, Marines.

Katherine's Frigate is also ready for departure.

RP Spreadsheet formula is broken again so this could take a couple of minutes.

Current ship: Vengence Attack Cruiser [Bittenfeld]
Trade in value: 14,500 RP
Missiles: 16
Torps: 10
SP Torps: 2

Available RP 12685

Nuclear Missile -10
Torpedo -25
SP Torp Mk40 -200
SP Torp Mk41 -250

EMRG Teleport -10k

Starfighter -150 (Z5
Marines -150 (Currently at 3 shuttles and 60 Marines)
Power Armor -9k

Fusion Drives (Per unit)
GE = Tough, easily repaired, parts compatibility
-Best Quality 500
-Good Quality 320
-Average 250

Aries = High output, poor effeciency, less compatible
-Best Quality 450
-Good Quality 350
-Average 300

Iratar = Cheap, easily repaired, parts compatibility
-Best Quality N/A Kavarian Military only
-Good Quality 250 *(4 in use)
-Average 150

DHI = Similar stats to GE, mostly parts compatible, House approved
-Best Quality 400
-Good Quality 350 *(4 in use)
-Average 300
>>
>>19938409
Replace Iratar drives with top quality DHI drives, grab 4 or 5 Mk40s and that last shuttle of Marines.

Offer up some SRP to squad members who need upgrades seeing as we never spend SRP anyway.
>>
>>19938257
Sounds more or less like Sonia's kind of thing.
>>
>>19938409
Didn't we already switch out for Best Quality DHI drives? I recall you saying the swap would only take a couple of hours after the parts arrived.
>>
And fixed the problem.

Kathrine has taken a pair of assault shuttles for her Frigate and is looking at the new Z5H starfighters for her two remaining bays. While expensive replacements should be easy enough to acquire.

>>19938555
Whoops! Fixed.

DHI = Similar stats to GE, mostly parts compatible, House approved
-Best Quality 400 *(4 in use)
-Good Quality 350 *(4 in use)
-Average 300
>>
>>19938624
Drives sound good enough as is then.

Also max out our missile capacity because missiles are dirt cheap.
>>
>>19938624
Z5H's are 150 each right? We can pick that up for her no problem. Can we do that and does anyone have a complaint about that.
>>
>>19938735
We could lend her the necessary RP from our SRP, as long she repays her debt when she gets RP the next time, I'm fine with it.
>>
An hour before the scheduled meeting you enter orbit above the rather distinct smuggler base. Even with the base having been mostly abandoned for several days there is no sign of atmosphere starting to fill the rift valley it was built into the side of. Apparently its lack of local atmosphere was natural.

Out beyond the edges of the system the Knight Commander waits, ready to jump in a small fleet.

After hailing the base you're pinged from the surface by the automated systems left behind. This sector is still a little too close to enemy territory to leave a permanent presence here. The ground side computers report no attempts to enter the base since its evacuation.

You wait. The time display counting down the minutes until the time listed in the message.

A J-Type Modular Transport, the same one that lasered you the message jumps in, still far enough away that it could reverse course and escape should you try anything.
An old but sturdy design J-Type transports are different from other Kavarian ships in that instead of carrying one large cargo block they carry 8 smaller ones. They're still favoured by smugglers and other less than legal groups because their odd engine configuration. Two of the sublight drives on the sides of the ship consist of cylinders which can be opened or closed at either end, facing forward or aft. More importantly these engines with the right modification can act as cheap fusion cannons, making most raiders think twice before attacking them.

"We're being hailed by the ship."
>>
>>19938818
then we should do the polite thing and reply
>>
The face of the Knight you rescued from the Pirates appears on screen.

"Knight Myrish Avun of House Sulos reporting in Captain. I'm ready to help repay that debt I owed you."

You remember the older Dro'all saying she'd pay you a suitable cash reward for the rescue and getting the slave chip out. You've been too busy to check your bank account in any great detail, other than making sure nobody is stealing your cash. If she had decided to repay you with money you wouldn't have noticed under the small mountain of cash you received from the Rovinar. Maybe favours were more interesting?

"It's good to see you, what are you doing out here exactly?" you ask her.

"I told you, my specialty was finding weak points behind enemy lines. My House has no interest in returning to the area though so I lack resources. I can get a strike team inside that main enemy base. We don't have a lot of time, do you know what happened to the smugglers from this base? We can use them to get a larger team inside."
>>
The plan Knight Avun tells you about will have as Many marines shuttled down to the smuggler base as possible where they can load aboard the transport and any other smuggler vessels you've captured. From there they'll depart deep behind enemy lines and board the super heavy. The exact objectives once there remain to be decided.
Regardless you'll need to ask the Knight commander about the ships, the former crews and enough marines to make the plan happen. You have a few hours still to get everything together.

[ ] Ask the Knight Commander about recruiting smugglers
[ ] Go now with the one transport and any Marines aboard the ships nearby
[ ] This is crazy and will never work
[ ] other
>>
>>19939073
[X] Ask the Knight Commander about recruiting smugglers

There is no way we are not going with the boarding party.
>>
>>19939142
Wont we endanger the whole force? They can't have bountied our head without a physical description...
>>
[+] ask the knight commander about operation
>>
>>19939173
We have power armor with a helmet and a cloak. No one needs to see our face at any point, others can do any necessary talking.
>>
>>19939073
This plan is crazy. I like it. Lets jack a battlecruiser.
>>
You contact the Commander about the whole thing.
"My paranoia may be the result of this simply seeming too good to be true. Appearing just in time to assist us with this crisis is rather off putting. On the other hand this is someone who owes a personal debt to you, which reduces the likelihood of it being a trap.
In the grand calculus of war the truth is we can afford to sacrifice a few hundred marines for the chance of success. We can not afford ship losses."

You ask about the smuggler ships and crews.
"The ships are in satisfactory condition and are capable of carrying out this plan, provided that this isn't a trap. If it is they wont stand a chance.
Intelligence has screened enough ship crews to man a dozen of the sub corvette class ships as well as the cruiser that is here in system with us. They should be transferred here along with troops within the day. My own fleet will need to depart soon to deal with other matters."
>>
Side question:

Is power armor upgradable? Like could our light armor be made to protect more like medium armor without sacrificing mobility or could a suit of medium armor be made to move more like light armor? Or even more complex things like ablative plating or personal shielding or whatnot?

Because if so I'd like to pour a lot of money into that sort of thing.
>>
>>19939394
but we're likley to need fleet support once the shooting starts, right?
>>
Sorry for the delay was working on maps.

>>19939445
Not really.
You could strap ablative armor to your suit but this would reduce the effectiveness of its noise reduction systems and possibly its speed of movement. Not that you're proficient enough to use it at max reaction speed yet.

Medium armor can not be upgraded to match light armor reaction speed, though I suppose you could install the silent movement systems in one. Its still much heavier.

>>19939559
You ask Avun about this.

"If we do things right it shouldn't matter. Still, having a reaction force ready to block off the run would be a good idea. I'll be conducting a planning meeting at the surface base with the Marine commanders. If you're coming along on this mission you should do so now."

If you wish to take part in the boarding action, select who you plan to leave in charge while you're away along with any standing orders.
Also if you plan to make the Bittenfeld available to the squadron while you're gone.
>>
>>19939724
Ask our flight leaders who they think is most qualified for the tasks they'll have to do while we're away.

>Also if you plan to make the Bittenfeld available to the squadron while you're gone.
Why not. As long as they don't scratch the paint.
>>
>>19939724
I say we should head up the fleet support. After all there will be some ships in the area that will not be docked with the superheavy station when the marines go in.
>>
>>19939783
>>19939783
"Well we've all gotten rather good at the Recon business." States Alex.
Daska speaks up. "I'd like permission to remove the hidden Pirate base in your absence sir, regardless of who you put in charge. We all know how to fight."

>>19939807
1 vote for staying with the squadron.
>>
>>19939862
1 Vote for handing Daska the keys to the Bittenfeld and gettin our boarding action on
>>
rolled 1 = 1

>>19939724
Boarding time!

>>19939862
Well if they're all equally competent, we could just see which of the 3 gives the best head. Or just roll a d3.

1=Alex
2=Daska
3=Mike
>>
Each of your more experienced flight leaders, consider it but they each have their own ships.
Mike, who is still in a Frigate says that he could borrow it or 4th flight leader Katherine Drake might try her hand at the larger warship.

Alex is happy with his ship for the moment, what with his gigantic stockpile of torpedoes. Daska is starting to enjoy her Scorpion.
>>
>>19939995

Give it to Kat, Fourth Flight needs more firepower.
>>
Make sure to give our favorite space elf info about the potential recruiting opportunity.
>>
File: 1342644841427.gif-(17 KB, 1398x647, Ship docks map.gif)
17 KB
It seems to be 2 to 1 in favour of the boarding action.

A few hours of making calls later smuggler ships begin to arrive at the groundside base. From what you've been told those who are coming along have been given deals, either for owership of their vessels, back payment, or more legitimate trade contracts. Most have little love for the pirates in the area having been shot at more than once in their careers.

The meeting is being held in the station's docking control room which overlooks the bay now filling with ships. Two of the more experienced smugglers are invited to sit in on events.

Knight Avun activates the room's main holographic display showing the enemy station. Both of the larger vessels undergoing repairs are docked at the smaller piece of the former ship, which is surrounded by girders and grapler arms.

"I'm old enough to have seen this before." The Knight begins without preamble.

"Your House with the backup you're receiving are moving faster and hitting harder than any other House who have tried to take the area. Most try to slowly roll over the opposition taking weeks to clear a few sectors. Normally that buys time for the locals to react or at least come up with a plan. You've been here what, three weeks? Four?

This base is the major rally point for the forces that occupy the run. When things get bad enough they'll gather a fleet of every ship they can spare then strike back at support bases. All of the support bases, and without those your offensive stalls."
>>
>>19940296
Sounds... predictable. Why hasn't it blown up in their faces yet?
>>
"What about the other Houses? We know about this now, we can call in additional ship to help protect the bases." You say.

"While making preparations to set out I did a good deal of listening to the situation. Your House has been attempting to grab up influence with the Major powers of the Dominion by any means possible. I doubt it was noticed until Gesaur but afterwards people took notice, especially your enemies. While they cant openly attack you because of the cease fire between the Houses that doesn't mean they cant interfere.

The balance of your fighting fleet is out here away from Home. If the others decide its in their best interests for your House Expeditionary Force to fail they will do nothing to aid you."

The map begins to highlight parts of the two halves of the ship.
"We have to decide on our objective before we go in there. Capture or destruction? Even with all of the troops your House is providing we may only have time to hit one half of the base before we're blocked. If we capture or destroy the larger half with the industrial zones in it that carrier and the cruiser will escape.
On the other hand if we capture or destroy the docks and the ships it might scatter the station fleet, but the vast majority of the defenses will remain intact. In either even it should be enough to send the rest of the ships here scurrying back into their hiding places where they can be dealt with."
"Are you sure?" a Marine officer asks.
"No. They could do something unexpected but without that group in place there will be little to hole the pirates of the run together."

[ ] Attack the docks
[ ] Attack main section
[ ] do something else
>>
>>19940476
>[ ] Attack main section
I'd favour this plan. We can always hun down the ships after we've taken the base, but if we take too many losses, our house will be crippled for a long time.
>>
Use our fleet to crush them. Attack the Main section with marines to disable the primary defenses then hit the rest with everything we've got. And with everything we can "borrow" from Posat and the Space elf mercs
>>
>>19940476
[X] Main section

Those two ships alone are not a threat to our fleet, particularly if we hit the base before their repairs are completed.
>>
>>19940430
"A single House only has so much fleet strength and that Carrier combined with a proper fleet have proven a deadly combination. The one time House Sulos went in in force were were hit with Battlecruisers and attack cruisers after several days of fighting. Then the Carrier showed up and dropped six squadrons worth of fighters into our flank and half were armed with SP torpedoes. There are a lot of wrecked ships out here and they have time to pick through the best stuff."

She expands the image and points to the mine shell.
"I have a small team set aside to deal with the mines. Once we've taken care of the base they should be relatively easy if time consuming to clear our."
>>
[x] main
If we can capture some of the defensive weaponry aboard the main section I doubt all of those ships will escape anyway
>>
>>19940653
If we can't get both ships and the main section, is there any way we could devote some forces, like say our attack wing, to a hit and run to disable the cruiser with the anti-torpedo armor while we focus on the main industrial part of the base?

Seems like a hella convenient hard counter to that SP Torp loaded Carrier that we will almost undoubtedly run into again.
>>
>>19940611
"It might be possible but if the fleet jumped in too early it could spook the defenders into launching their ships ahead of time."

>>19940711
Noted.

>>19940520
>>19940630
>>19940711
Majority supports attacking the main section of the station. With a preference for capturing it?
Stopping for dinner then will resume.
>>
>>19940809
Yeah, these facilities could come in real handy.
>>
>>19940809
Those cloaked guys still owe us a favor right? They can have a cloaked ship on station ready to whistle up our fleet, which we can hide in interstellar space somewhere nearby, after all space is big.
>>
>>19940866
You could simply spend SRP for the Terrans and Rovinar in the area to send a cloaked recon mission or two.
Either that or make use of the 3 free recon missions you have accumulated.
>>
>>19941327
Lets do it with SRP, we aren't spending it on anything.
>>
>>19941327
No I more meant that they stay on station waiting for things to kick off, then go fetch the fleet that is waiting for the go ahead. That way the fleet will not arrive early.
>>
>>19941327
Can we use those freebies to track the carrier when it escapes?
>>
>>19941432
I suppose so. You send off a message via squadron requisitions to see if they can take care of it.

>Also holy shit, there was actually a tornado yesterday.

"We need to capture the main section of the station. It's too valuable to pass up." you decide. The Marines agree.
"Civlians may be a concern once we're aboard." points out Major Allen Stahl. "If they're using this as a rally point the ships gathered here may be unloading their non combattants."
"They could deffinitely be an unknown factor." Agrees the Knight.

[ ] ignore civilians
[ ] capture them
[ ] stun em all, let SAR sort em out.
[ ] Other

Avun changes topics. "We also have to decide on what level of stealth to use once aboard. If we try too hard to keep things quiet it could delay our advance."
"And if we go in guns blazing it could set off alarms." Points out the Major.

[ ] Stealthy
[ ] Fast and furious
[ ] Some combination (Specify)
[ ] Other
>>
>>19941619
Stun them all let SAR sort them out
I'm thinking relatively stealthy though, as we don't want to be counter boarded by the pirate ships in the area
>>
>>19941619
>[ ] Other
Try to avoid involving them in combat actions whenever possible. If they get in the way, stun them.

>Stealth
We're not really an expert when it comes to this stuff, but I'd suggest we try to keep a low profile as long as possible. If something comes up that requires us to start acting faster, we'll do so.
>>
>>19941619
[X] Stun everyone.

Most expedient and least likely to result in civilian casualties.

[X] Some combination

We go in quiet with a squad or two of the most veteran marines and try to get to a control center or something else important. Once we are infiltrated or if anything is compromised, errybody else goes loud. Our smaller group should stay quiet as long as possible to take advantage of the chaos.
>>
The ships are ready, the marines have begun boarding and within the hour departures will begin.. You've suited up in your armor and tested the camouflage out of sight of the main forces. No reason for everyone to know you can turn invisible and sneak around the ship. Especially if someone gets captured.

You and Avun are the last ones out of the base, setting the automated systems to shut down after departure and seal the entrance. The ship you catch into orbit docks with the Modular Transport for crew transfer. You dont know how the Knight got hold of the ship but when you reach the bridge you can tell its been upgraded.
Cargo modules have been swapped out for shield generators, backup power systems and weaponry. Two phase cannon with 360 degree coverage, a torpedo launcher and the two modified engines that could be used as spinal mount Fusion cannon in a pinch. It could fight a combat frigate to a standstill.

The fleet jumps out and follows the main shipping lane for only a short distance. Cutting through parts of the nebula that fills the sectors on this side of the base would not be easy without previous knowledge of the area. Jamming is heavy in this sector, all but blinding long range sensors even for navigation.

"I've tried for fifteen years to map the routes for their back door." the Knight tells you. "The Jammers made things less than easy. I think the hardest part for me was having to leave after having come so close years ago. My House wanted to charge Posat an exorbitant fee for the data despite it being incomplete. They never bought it."
>>
>>19941940
Can knights switch houses? It seems like she would be a real asset for Jerik-Dremine.
>>
On approach the ships close in on the mine shell from the opposite direction from the run.

"Transmitting codes." Reports coms.
Avun orders all ships to reduce speed and wait until the transport has made it inside. While smugglers all, they dont necessarily have clearance, and attempting to run the mines without it would be suicide.

"Docking control, the rest of our transport group have been forced offworld. Requesting clearance for them to enter the holding area."

"Stand by Wagon." you hear the voice from the station tell the crew. After a few minutes delay they request cargo manifests.
"Most of the smaller ships are carrying recruits and hangers-on. We've also got some merc troopers looking for work."

"Copy that Champagne Wagon. We'll transfer them to holding orbits once they've entered the shell. Transmitting clearance codes to them. Be aware, we're now rotating clearance codes bi-weekly."
"Understood. Cant be too careful."

After being sent nav data for where to hold station your small fleet is forced to sit and wait for its turn to dock. After seeing the procession in action for more than an hour you contact the rest of your team.
"Duncan, once we board the station we'll need to take over docking control and rotate our ships through as though nothing is wrong. Can you do that?"
>>
>>19941970
Military personnel including Knights can be loaned to other Houses or a set period. This can be either to strengthen that House, help teach inexperienced personnel of that House or learn new tactics themselves.
If a House is in a period of prolonged peace they may lend forces to an ally that is fighting so their military can maintain experience levels.
>>
>>19942300
If possible, we should try to buy/rent her with our SRP.
>>
"I should be able to. A few of us have done up our armor a bit like that infiltration mission so one of us might- er should be able to get close enough to a computer terminal in the docks."

"You dont sound too certain." you point out.
"Well I'm not invisible this time. Maybe I should give you one of my hacking modules? All you have to do is reach one of the dock control rooms and interface it with traffic control. You might want to kill or disable anyone in the room before you do that though."

At last the time comes, "Champagne Wagon" is directed into the docks, the first of your ships to make it aboard.

Avun dons a suede jacket and heads for the airlocks where unloading will begin. "We only have a bit of genuine cargo to offload for a ship our size. No modules. That means we have to get control of the docks fast or get our marines aboard and hidden before they tell us to shove off."

[ ] Try to stealthily reach a control room nearby
[ ] Look for a place near the docks so the marines can get out of sight
[ ] other

Roll 1d20
>>
rolled 12 = 12

>>19942539
>[X] Try to stealthily reach a control room nearby
>dice
I know I'm going to regret this.
>>
>>19942341
Let's win this fight first. Plus I'm pretty sure she outranks us. Are we doing the whole stealth ship plus fleet thing or not btw
>>
>>19942341
>>19942615
Knight Avun is doing this as a favour. Any such negotiations would have to be carried out between the respective Houses.

There should be cloaked ships at range watching the cruisers in dock, ready to follow them if they escape.
If the station defenses or the mine shell show any sign of vulnerability they will call in a fleet.
>>
>>19942572

I'd roll to try and improve that... but the 1 would kill everyone.
>>
this is fucking bullshit.


since monday i am trolling everyday easymodo archive and this has not shown up.
And i find it on suptg

bulshit!


Know what, I request you archive this as soon as it starts.

I sometimes miss sessions out because of not finding it!
>>
Taking the hacking unit from Duncan you activate your camo before the hatch opens.

Here goes nothing, you think to yourself once the doors open. Jogging through the cargo bay, slow enough to keep from running into anything it takes a minute to find an access ramp leading to another storage area. You HUD blinks on with a map showing the layout as picked up by the ship's sensors on final approach. The suit must have tapped the ship datanet while you were on the bridge without you even knowing it.
"Note to self, actually look into all the features on this thing."
Speaking of features, apparently your camo wasn't tuned properly the last time you were using it. The old blind Dro'll captain could probably still see deeper into the UV spectrum.

There are a few close calls where you almost walk straight into patrols of mercs and locals but eventually you reach the control center marked on your HUD.

Checking both ways down the halls for any more guests first you then turn sound dampening to maximum. Opening the sliding door turns out to be easier than you thought it would be. For a second there you were worried you'd have to ring a doorbell.

There are three traffic control crew in this room, each paying attention to their consoles more than anything else.
[ ] Kill them (Silenced Carbine) Roll 1d20
[ ] Stun them (increased chance of detection) Roll 1d20
[ ] Attempt hand to hand roll 1d40
[ ] other
>>
>>19942924

http://catalog.neet.tv/tg/

use it and embrace the win.
>>
>>19942924
Sorry to hear that man.
>I know that feel.jpg

Threads normally start on Tuesday unless otherwise stated, like last week which was weird.
Also good to hear archive foolz is back up. Couldn't access it the other day.
>>
rolled 38 = 38

>>19942942
Psycho Sonia nerve pinch time.
>>
>>19942997
And by that I do mean non-leathal hand to hand. Hence the d40.
>>
>>19942942

are they spread out or clustered? Do we see any obvious "OH SHIT HELP" buttons in the room?

Do we see anywhere we could line up three quick shots from? Could we do something like stand behind one and shoot the other two and then the close one before he turns?

IMPORTANT: Are there any -empty- chairs/consoles in the room?
personally, I'm for killing these guys if it keeps us from alerting anyone.
>>
>>19942997
Can't argue with that roll.

Hand to hand time.
>>
>>19943008
The non-lethal hand to hand that you haven't had time to train for?

>Then that roll

There are a few empty chairs in the room but no sign they've been occupied recently. After checking for any panic buttons and finding one you go after the controller with access to it first. Trying to balance speed and strength while trying not to kill the man you box his ears hard enough to render him unconscious. The noise fails to carry because of your positioning and you soon take down the others without incident.
Huh, that was easy.
Slapping the hacking unit into one of the terminals you turn it on and wait for the light to turn green. Meanwhile, you relocate the bodies underneath a couple of desks to keep them out of sight.

Less than a minute later the hacker emits a ping signaling its done. All the lights have turned green on the display.
you suit com lights up with activity ad Duncan contacts you.
"Locking down communication and and security feeds to other areas... Now looped, we're clear to engage inside this dock."
>>
>>19943298
We've got our pulse pistol with the stun function on us right?

Let's get to it.
>>
>>19943298
Begin operations. Weapons free. Civilian casualties are acceptable but discouraged.
>>
>>19943298

so we're supposed to bring our other ships in for docking now?
>>
rolled 5 = 5

http://www.youtube.com/watch?feature=endscreen&NR=1&v=unnBXrw-4AI

Outside through the view ports overlooking this section of the docks you can see your Marines open fire on anyone that looks armed with a combination of phase rifles and silenced Carbines. Duncan is the last one to sprint out from the ship, moving from cover to cover and up on a path that will get him and another squad to your position.
Now you just have to hold the area for a minute until they get here. Pulling out your pistol you stun the three traffic controllers just to be sure they're out and position yourself to watch the door. Your suit systems pick up foot falls drawing closer, and they don't quite sound like Marines.

You ready your weapon.
[ ] Silenced Carbine
[ ] HF Blade (Vibroblade)
[ ] Other
Roll 1d20 for combat.
>>
>>19943435
>>19943435

I'm thinking stun pistol, but since we are cloaked, i say we go with the blade


sneak up on them and make the first kill through vibroblade deployment.


point arm to unlucky fuck. deploy blade - pneumatic stab.


slice the rest up like sushi.
>>
rolled 20 = 20

>>19943435
[X] HF Blade (Vibroblade)

Can we get a spear or a lance in the future?

Almost entirely for cool factor, but also great for killing other chumps with swords.
>>
>20

Somebody is about to have a bad day.
>>
>>19943475
>>19943474
NOBODY ROLL!
>>
>>19943435
If they look like we can dispatch them with our stun pistol, do it.

Otherwise, decide on the best weapon for the confrontation depending on their loadout.

Not rolling because we already have a 20.
>>
>>19943475
Psycho Sonia likes the stealthy invisible blade murder assassination mass massacre.


see if we can take captive anyone important. - like if it's somehow the captain of that carrier or cruiser...
>>
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471 KB
>>19943475

>mfw
>>
>>19943520
Rational Sonia likes the most silent and expedient method of dispatching hostiles.

She is still uneasy about the murdering part, but they are pirates after all.
>>
>>19943547
I'm sure she'll try to do this with as little killing as possible. There will probably be a lot of maiming, though.
>>
>>19943547

silent? What about the SCREAMS as we sever vital bits?
>>
>>19943571
Well that is a possibility.

You can get those from shooting people too though.
>>
>>19943571
what screams?

Psycho Sonia cuts your vocal chords with your head too.


Psycho Sonia likes the silence. She takes the "In Space no One can hear you Scream" saying to the heart
>>
>>19943640
or rips them out with a power armoured gauntlet.

when you want to silence someone and dont care about their well being - there area lot of options with power tools - power weapons and armour fall under that category - we are the equivalent of a power armoured space marine sg with a power weapon for gods sake. this will be over in a jiffy before they can get to scream...
>>
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36 KB
Dang, that link was only supposed to go in if you used your HF blade.
>20/20
Nevermind.

A squad of troopers enter the docking control room, weapons at the ready. They're mostly wearing older armor, though some have suits equivilant to what the Marines have. Good quality stuff, but nothing against power armor.
"They're already been here and moved on." Says one of then after glancing a boot sticking out slightly from under a desk.
"Hacker module! Somebody yank that thing, that's probably why the alarms arent going off."
Two move forward, one for the module, the other for the panic button. You step in behind them HF blade drawn but held close enough to remain hidden. With one swing of your outstretched arm you slice through the backs of the first two and the weapon arms of another two closer to the door.
You'll probably remember the screaming for a long long time. With either hand you smack the two wounded aside and slash at the fifth, bisecting the carbine he attempts to block with along with his upper torso. A swift kick knocks out the still screaming member of the band.

The Marines soon arrive at your position, looking a little bloodier but still none the worse for wear. If you could see their faces they'd probably be grimacing at the sight.
"We just have to initiate the next docking sequence and get Wagon back out to the holding area." Duncan tells you as he enters, trying to avoid the blood.
>>
>>19943666
See if you can get some medical attention for the ones we only wounded, please.
>>
"I'll be outside." you tell the others, getting out of sight of the mess as quickly as possible. You think you're going to be sick.
A warning light on your suit is asking permission to administer meds.
>Allow Y/N?

"Champagne Wagon you are cleared for departure. Smugglers please proceed to get your asses over here." You hear Duncan tell them over the coms. He then begins to work on trying to lock down access to the other docking lanes.

In a few minutes the next ship comes in to dock and unloads one hundred Marines. There are eight more like it waiting for docking permission.
>>
>>19943789
Oh no, Sonia. If you had actually acquired that taser, you wouldn't be sick now. As long as we aren't in danger of puking in our armour, we kinda deserve it.
>>
>>19943789
N to meds.

Gotta get used to this kind of thing. Don't have to like it and can try to find ways around it when possible, but we are going ending killing people in the face (and back) in the future.
>>
>>19943789
No to meds. If we're to become a Knight, we can't rely on meds.
>>
>>19943728
You check back inside for a second to find the Marine Medic with the squad already trying to patch up the Mercs and Pirates. For the most part he's just using sealants and cauterizing wounds. It may not be much but should keep those still alive in that state for a few hours more.
>>
>>19943856
This powersword stuff might be a little much for our taste. Can we get a power-quarterstaff or something else more suited to delivering less-than-lethal beatings?
>>
>>19943789
We are a sexy Shoeless Goddess of War!

We like the Blood! why take meds?
Unless they are stimulants then fuck them ! we dont need anaesthetics we need more FOCUS!

On the BLOOD AND DEATH!
>>
>>19943883
we can do that with our power armour


actually we can do lethal beating with the power armour easier then non lethal


the power sword is for when encountering other power armour- so that we can crack it open.


and you cant get a vibro quarterstaff- the principle wont work on a quarterstaff- it got to be a blade.

and only a arm blade or a long knife is practical.

of course going non lethal or lethal with the powerd gauntlets would have taken too much time and they might have pushed the panic button or gotten the hack module out.

we need to get used to killing people in a expedient fashion


after all know thy mantra :

Be polite, be efficient, have a plan to kill Everyone you meet.
>>
>>19944027
>we need to get used to killing people in a expedient fashion
Why should we, if we can simply disable them just as easily?
>>
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>>19943883
Or a stun baton? You'll look into it.

As more marines pour aboard through the hole in security you're faced with the next challenge.
1)Do you assist the Marines in capturing the rest of the docks or do you head for one of the other locations?
2) The Primary fusion reactors are some of the most heavily armored sections of the ship, they house what used to be the ship's giant maneuvering thrusters. These can be rotated to change direction of thrust. Without them the rest of the station will have have to rely on emergency power.
3) Possible command centers are scattered through the ship, normally on the center line. They are likely well protected, but with them under control it might be possible to quickly lock down more sections.
4) The Industrial zone is a large and populated area but may have weapons and equipment that has been reassembled from scrap.
5) The Causeway connecting both halves of the station handle a great deal of traffic flowing to the repair docks.
>>
>>19944027
Stun baton then, perhaps telescoping.

Your mantra applies to crazed gunmen and freelance assassins, but we are a step or two above that in civility and honor.
>>
>>19944049
and then do what with them?

seriously we are taking this base. the more prisoners we have the more we have to assign guards and have a risk factor of them escaping and plotting a revolt while we are dealing with things.

You dont stun enemy combatants unless you need to capture them.

You stun civilians, in case they get in the way, or elements you cant decide if hostile or not.

else they get the kill treatment.
Mostly because stunning leaves out a whole lot of loose ends. and usually loose ends can get you killed.

Its the reason armies dont go for tasers unless they need to capture someone, but police units do.
>>
>>19944087
Send a sizable detachment to lock down the causeway entrances on this side, maybe we can cut off some crews from their ships.

We should head for the closest possible command center location with a squad or two.
>>
>>19944103
We have powered armor and these guys are jerkoff pirates and smugglers. We can afford to take prisoners.
>>
>>19944049

Taking people alive when possible is nice, but we need to be used to taking lives so that we don't hesitate and get our men killed later.
>>
>>19944090


I am with the kill dude- enemy combatants need to be dispatched fast and without them waking up and having a urge to jump on us in a few hours, when we are still engaged in such a protracted fight


but a stun baton might be nice. - in case of riots or getting assaulted by stupid idjits and punks that dont deserve instant death.


>>19944087
lets kill the power- it will probably announce that something is wrong but if everyone can do things quietly we can prolong this with perhaps a warning for emergency cool down cycle due to whatever.
>>
>>19944103
Because we've been trying to go for the nonviolent solution every time it came up in the quest so far?

>>19944146
We've already killed more than enough enemies when anything else would have resulted in problems.
>>
>>19944132
we do, but only our personal selves.

and our men are heavily outnumberd. - we cant waste men on guard detail.
>>
>>19944161
>I am with the kill dude

You sure you aren't just the same guy? You seem to have the same awkward spacing and punctuation tendencies.
>>
>>19944126
>>19944087


I like this.

how about we do it. but we should see about killing the power too- once that is done, we can stall enemy actions that require power quite nicely.
>>
>>19944181
There are stasis tubes in this universe, perhaps there are some readily at hand?
>>
>>19944161
>I am with the kill dude

Since the two of you seem to have the same orthographical challenges, may I suggest that you could be one and the same person?
>>
>>19944209
>othographical

That is one hell of a vocabulary you've got there, mate.
>>
I'm thinking we move ahead and attempt to off a command center or two. Kill/disable anyone inside, hack and then disable the consoles. Our people can always repair them if we capture the station. Unless the command center turns out to control one of the defensive weapon platforms. Then we try to disable the damned IFFs so that they start shooting docked enemy ships in the repair yard!
>>
>>19944087
>1)Do you assist the Marines in capturing the rest of the docks or do you head for one of the other locations?

What are our options if we go ahead on our own? Which targets would be best for a single infiltrator?
>>
>>19944209
Most likely they are.

Still, considering this is 4chan, I reserve the right to be wrong about it.
>>
Okay 2 for command center, 1 for causeway, 1 for power and 1 for command center then power.

Command center it is.
>>
>>19944209
its not like we are about to write proper sentences on 4chan if we post one or two lines, mate.
>>
>>19944228
samefag addition:

Kill enemy combatants or anyone that resists.

Stun civilians and lock them up somewhere. If they cause trouble, orders are to kill them.

We're taking this station and we are -not- fucking around with the safety of our men.
>>
>>19944269
>Command center it is.
If we're going to assault a room filled with lots of personnel, please remember to bring stun and frag grenades.
>>
>>19944270
You are using the royal 'we,' I assume?
>>
>>19944269
Well, i say it looks like this.

We go for the Command centre and try to get a rerun of this first endeavour.

We also have a detachment of marines cut of circulation between the two sections to prevent as many crews getting back to the ships.

Then we go to the power and cut it.
>>
>>19944303
>Flashbang though the door
>Followed by invisible armored fucker with a powersword

We are the stuff of nightmares.
>>
>>19944306
Ourselves are not concerned with such trivialities.
>>
>>19944306
Or he may be speaking about all those who dont start with a capital letter and end their missive with a punctuation mark.
>>
>>19944318
Vibrosword!
>>
>>19944246
A single command center could be small enough to hit on your own depending on how that went.
You could probably sneak into the Industrial area and cart off a heavy weapon or two.

After the the third transport docks you ask Duncan about borrowing a hacking unit and making for some of the Command centers.

"Hmm... yeah I think that could work. Somebody take over on docking I need to reprogram something fast. Give me a minute and I can set your hacker to link up whatever you take control of with the computers here. It wont work on all systems but should work on quite a few.
Its a good thing we got that module from our friends on that mission its making all of this way easier."

>protestation rchenA
captcha is watching the arguments in this thread?
>>
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>>19944318
Have a picture of Sonia's first date.
>>
>>19944383
I never had nearly as much trouble with Chrysilids as other people apparently did.

Give everyone heavy plasma as top priority, armor as a secondary concern, always have overlapping coverage, cover your flanks, and advance slowly.

Also always snapshot, leave TU for reactions, and screen soldiers for bravery and accuracy.
>>
>>19944440
I usually had flying armour by the time I had to face them, so they weren't exactly a thread most of the time.
>>
>>19944383
We are really only Psycho Sonia when we are in the armor.
>>
Taking the hacking module again you reactivate you camo and head out, careful to watch for both friendlies and enemies. The various marine intrusion experts are locking down sections as they advance, both to prevent new arrivals from other areas and those still here in the docks from escaping. The local com networks are being knocked out or taken control of one by one.

What you have no information on are things like shift changes, the extent of internal patrols and much of the data on outgoing cargo traffic. The only up side at the moment is that most of the finished weapons and equipment are bound for the causeway to be equipped to the ships under repair. Once the marines start to intercept those shipments things could get interesting.

The station interior is crawling with people in civilian clothing, most armed in some way or another. Cargo bays have been converted into makeshift hab blocks in some sections. A few of which are rather well built. All of the housing zones you encounter have security guards protecting the entrances.

[ ] Avoid fights until you reach the control centers
[ ] Kill only patrols or at security checkpoints
[ ] Take out as many guards as possible on the way regardless of what they protect
[ ] Other
>>
>>19944637
The longer we remain undetected, the better.
>[x] Avoid fights until you reach the control centers
>>
>>19944637
do we have any grenades or stun/flash bombs?

or does a PIRATE have such things on them?

because nicking a pin from one would be hilarious and a wonderful distraction!
>>
>>19944660
agreed
>>
>>19944637
[X] Avoid fights

Maximum surprise when we appear in the command center without warning.
>>
rolled 3 = 3

>do we have any grenades or stun/flash bombs?
Yes you grabbed a few before you left.

>or does a PIRATE have such things on them?
They might, though I imagine it would be slightly more uncommon as there are civilians aboard.

You manage to avoid numerous patrols and one security check point on the way to the first command center.
In a corridor nearby you find the way ahead is blocked by a small unit. They seem to be discussing communications problems.
From your maps it looks like you'll need to double back a considerable distance to approach from the other side.

[ ] Get closer to attack with HF blade (Roll 1d20)
[ ] Use silenced Carbine from cover (Roll 1d20)
[ ] Pull pin on one of their grenades (Roll 1d100)
[ ] Other
>>
>>19944879
>[X] Other
Sneaking by them isn't an option?
>>
>>19944879
how small a unit?

if its four man or so, we use the blade or the carabine, and hide the bodies.

we need to be silent about it. the grenade will make to much noise.
>>
rolled 18 = 18

>>19944879
[X] Carbine
>>
>>19944900
>>19944932
They're physically blocking the corridor. Its a four man unit.
>>
>>19944954
Hot damn, we are quite the operator today.
Silent death and all that jazz.
>>
>>19944977
I'm kinda wondering how Sonia ended up commanding a spaceship instead of operationg operations as an operator.
>>
>>19944977
I rolled both the 20 and the 18.

I'd prefer a nonlethal approach, but at least we aren't making a huge mess of this killing stuff.
>>
>>19945007
Flying probably pays better.
>>
>>19945018
I dont think we can do so without them going all alarm on us.

We will have to clean up a bit after us, so no one interrupts us while we throw in the monkey wrench.
>>
rolled 3 = 3

>>19945007
You crouch behind a structural frame that juts out slightly. If they manage to return fire it should offer some cover. Checking that the Carbine is loaded you shoulder the weapon and sight down the optics rather than using the HUD to aim. Better not to get lazy in case you end up without access to a helmet display some day.

Pulling the trigger you spray those standing closest to the walls with splinter ammo, hopefully forcing them into a tighter group. Two return fire without know where it's coming from confusing each other. A few bullets ricochet down the hall in your general direction but miss horribly. The last of the bunch goes down from a sustained burst.
Getting up you charge to their position and check them. They're all dead, none of them seemed to get off a call but the few shots they fired back were loud. Checking their armor its quite thick and bulky. If it wasnt for that they might have gone down in the first burst of fire.

You check the door to the bridge and open it, readying a flash bang... there's no one inside. The room if filled with the red dim glow of low power lighting.

"You've got to be shitting me."
Plugging the hacker unit into a terminal you head back out into the hall and drag the bodies into cover.
Once they're out of the way it takes a minute or two for the controls here to unlock. Duncan signals you.
"You've unlocked access to that control center but there isnt much that can be done from it. It must have been seperated from the primary systems some time ago. All I have access to are some of the maneuvering thruster systems."
>>
File: 1342668795525.gif-(18 KB, 1398x647, Ship docks map 3.gif)
18 KB
rolled 1 = 1

>>19945406
New map. The Marines have taken fully half of the docking bays and are expanding their control area deeper into the ship. There are now 500 Marines on board.

If you wish to attempt another control center please choose which one.
I'm going to have to end things here or very soon though as I have to be on the road in 6 hours from now.
>>
>>19945461
Seems like a good point to stop, to be honest.

I'd suggest not to attack another command center, as the pirates wi'll probably know what we were going after as soon as they find the dead guards.
>>
>>19945461

A couple hundred should close of the Causeway and our illustrious selves should power down the reactors.

I remember the idea from a few threads ago about chemical warfare.

Some chemical knock-out gases would have been a godsend here. Seriously let them loose in the airways, and see everyone not with a gas mask or a full enclosure suit go to sleep. I am thinking the sci-fi version Russian Knock-out gas that you need a vaccine for it to be non-lethal.


Why dont we have such something on hand?
Seriously after this one we need to get some more exotic and practical ways of taking down large numbers in enclosed systems like stations and ships - we do have a proclivity for getting in such situations, so we should be somewhat smart about it and good at it.
>>
>>19945461
Well we could always have a little fun with the maneuvering thrusters.

Otherwise, shit we are alone and stuck in uselesstown.

Let's head toward the industrial zone and stop off at the next possible command center.
>>
>>19945553
Because air scrubbers
>>
>>19945553
I'd guess whatever technology provides the atmosphere on the ships/stations would filter out every contaminant as soon as it enters the system, making such gasses only useful for clearing out small areas.
>>
>>19945599
>>19945461
Scrubbers meet smart nanobots.

seriously, if you give a RL device a SF counter, a SF solution to that counter can be just as easily conjured.
>>
rolled 3 = 3

>>19945591
This.

>>19945578
>Well we could always have a little fun with the maneuvering thrusters.
You ask Duncan about this but Knight Avun cuts in on the channel before he can respond.
"The fusion drives that make up the maneuvering thrusters are powerful enough that if we rolled the station it would shear off the Causeway."
You can hear weapon fire in the background over the channel.
"The moment we do that though everyone in the system will know something is up. We're not well enough entrenched to pull that off yet. Major Stahl is about to lead his troops in a sweep around the docks to finish cutting them off before securing the Causeway. If you do decide to go for it, give his people some warning."
>>
>>19945628
Nanobots meet double nanobots.

This is a space opera bro. Knockout gas isn't space opera approved, just roll with it.
>>
>>19945692
>if we rolled the station it would shear off the Causeway.

We should do that sooner rather than later, but give the marines enough time to establish themselves.
>>
>>19945692

could we use the thrusters to throw this section against the docked ships in the repair yard? When we've landed our boys, that is.
>>
>>19945692
>"The fusion drives that make up the maneuvering thrusters are powerful enough that if we rolled the station it would shear off the Causeway."

Would that wreck the station permanently, or could it be repaired once we've driven the pirates off?
>>
rolled 3 = 3

>>19945757
The causeway is built out of scrap, the main body of the two station halves are considerably more sturdy.

>>19945745
>could we use the thrusters to throw this section against the docked ships in the repair yard? When we've landed our boys, that is.
Yes that's certainly an option.
>>
>>19945707
Nanobots on a relative small volume for only scrapping the scrubbers would be relatively cheap, while having counter nanobots on those scrubbers would be prohibitively expensive due to the way larger volume.


Without some massive money to throw on paranoid security measures, then you wont meet it with any regularity.
>>
>>19945692
>The moment we do that though everyone in the system will know something is up.
Let's only do it once we've been detected or nothing better to do any more.
>>
>>19945812
Okay. No objections if the other players decide to destroy the causeway with the thrusters, then.
>>
>>19945827
I haven't seen any nanowhatsits in this setting yet and I'm sort of glad for it because they basically make any other approach to anything pointless and kill a setting like nobodies business.

Why not use nanobot guns that shoot nanobot bullets or arm our ships with nanobot missiles or replace our entire crew with nanobots if they are so great?
>>
>>19945532

agreeing with this anon, this is quite a decent stopping point.

I think we should go for at least 1 more command center, though. I'd really like to get our hands on a link to those defense platforms or at least be able to tell them "THE SHIP IN THE REPAIR YARD LANDED FUCKING MARINES!" and throw them into confusion.
>>
File: 1342671346406.jpg-(23 KB, 506x542, Boothby.jpg)
23 KB
>>19945880
They scare the hell outta me. -Boothby replicant


On a more serious note I'd done much of the work on the setting years before really realizing the sort of advances that were being made in nanotech IRL. I've used the highly dangerous and energetic properties of the FTL systems to counter this. Ships built of nano armor that could self heal and repair on the fly would never survive output from the drives. Or if they could would be heavily dependent upon shields for protection.
There are medical procedures that are conducted with nanites under controlled conditions. (Like having your ribs mended) and some construction of smaller solid state objects and processors.
>>
>>19946051
Makes sense. I assume there's a similar justification for the lack of transhumanism. As long as it fits the theme, it's obviously fine.

I like that we can still do things most people don't think of in-universe, like shoot down missiles with mass drivers.
>>
cpr
>>
bump


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